Development Cycle Archive

Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match

lund0529
Mon Jun 28, 2004 4:35 am
#352

It would be really cool to have cross-profession certifications for new specials or new weapons. Some examples could be:


1) Doc/Rifleman= Tranquilizer Rifle. Could slow mobs like scout traps, or apply other states such as those a doc can cure.

2) Doc/Pistoleer = Tranq Pistol. Similar to above

3)Ranged +Melee = Bayonets/Vibro Bayonets

4)Melee + Rifle/Carbine = Rifle/Carbine stock smash (melee attack w/ ranged weapon)


P-Nice
Mon Jun 28, 2004 4:46 am
#353






Verakon wrote:

i'm thoroughly convinced that most of the people posting on this have never PvP'ed for an extended period of time. probably got owned by a master stacker one to many times. anyway, the combat mix and match is kind of skewed at the moment. alot people avoid PvP because of people that 1. grief, 2. are really annoying and wont leave me alone, and 3. are rebels LOL jk. my biggest problem with pvp is that basically that unless you have a stun weapon that does alot of damage or extremely nasty DOT weapons you basically don't stand a chance in PvP. another thing is that composite is basically the only thing you can use in PvP, which has severly drove up the cost of armor. on a regualr basis when i wantto by a new set of uber stun composite armor its gonna cost me at least 800k in creds unsliced. this is why so little combat professions can doreally well in PvP. i remember before the geo cave fencers by themselves sucked because they basically could not deal out the damage the other professions could. rifleman have always been overpowered cause they are the only ranged profession that could actually tank...by my standards pistoleers should be the tanks since they are the one that have the best accuracy in melee range. or maybe be the ranged profession that can take on a melee person whereas rifleman should be able to take out any ranged person...carbineers should knida be a balance of the 2 and should do more damage than all the other ranged professions min to max wise but should be limited to few damage types like swordsman.


really if we wanted to go by star wars standards tk's should be the best melee profession, godly defense and decent damage..which is basically what they are right now. keeping them limited to just kentic damage type is what keeps them balanced..if they had a stun damage type weapon they would be severly overpowered. fencer's should also be god's of defense but not do nearly the amount of damage they can now with these over powered acklay stun batons. swordsman are fine they way they are right now. pikeman need to be fixed in alot of ways; limited to little damage types, be able to put every status change there is in this game on a person and have alot more defense than they have now...granted that they do have all the best DOT weapons in the game, which i think should be a little more balanced out because not very many other classes get DOT weapons on a regular basis as they do.


the hybrid professions such as bounty hunters, commandos,smugglers, and combat medics have a whole other story onto themself. BH's are supposed to be the most offensively powered powered profession in the game, but one they can't do nearly as much damage as other professions can and with next to non-exsistant defenses don't stand a chance against other combat professions by themselves. commando's should have every damage type available to them and be able to do massive damage, but should be limited on there accuracy and defense. smuggler's at this time i wouldn't even consider a combat profession at the moment, the only reason some people dabble in it is becuase for their pistol god character they wanted to have a ranged KD. CM's i think are fine right now granted maybe they should make the max on those diseases and poisons they throw at like 700 or 800 at max, cause when your PvPing and all of a sudden you get nailed by a 1300 tick mind disease it pretty much just kills the fun there.


well i think i covered about everything there combat profession wise and there roles in PvP. give me some feedback so this can be discussed more in depth and we can compare our opinions with one another...which i guess is what TH wants us to do






Sounds pretty good to me but 2 things:


1: Jawa rifle needs a SUPER NERF

2: CM need a massive nerf to disease and poision ORdoctor needs an UBER AREA Cure!!!
Conjre
Thu Jul 01, 2004 10:54 pm
#354

Maybe give a certain skill in one prof at a skill level if that character also has another skill box. (ie. Maybe give Master medic a better heal rate if they have meditation 4 or something like that) simple if then statement so it wouldn't be too hard.



SWG|Conjre Graten|Scylla Bounty Hunter for Hire
TieCorps.org|LCM Conjre Graten
,,,,,,,,,,,,,,,,,,,,,,, -o-
|[|||] [|||] [|||]| --o
|[|||] [|||] [|||]| ooo
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rzzq
Fri Jul 02, 2004 1:28 am
#355

give me a god damn break obviously the dev play this game, look at the new patch....pfffffffffffft..........fix the the bs havla bombing.....when i get poisoned and/or disease over 50 times in a 1 min period from 2 cm and im a doc and cant keep up **edit** is that bs.....thanks dev for really ruining my game exp...hail jedi... screw the real players and enjoyers of this game the pvp'ers who didnt mindlessly grind and enjoy the game and got a the stupid highlight of this game jedi....no im not jealous i just think it was a stupid way to get it. but owel lfuk it i cant ever get a response from dev .



KiLL'eM aLL aNd LeT YoDa SoRt ThEm OuT
HellcatFett
Fri Jul 02, 2004 2:31 pm
#356

I think the way things are currently with mix and match professions is good...could be better, but it's decent for now. You guys at sony, although I commend you for having such a team oriented aspect to this game, need to realize that not everyone wants to have to join a team to get experience or money or even loot items. Some of us like to go out on our own from time to time, then group with people we know for a little while. I feel bad enough that I can't do any kind of combat almost without having to get buffed, but if that's what it takes so I can go solo things on my own, then that's what I'll do. Please don't mess this up...there's enough team orientation in the game already.



- Balakk
Rover, Wanderer, Nomad, Vagabond
Ahazi | ! DotU ! | www.teamdotu.com
Aaroc200
Sat Jul 03, 2004 6:19 am
#357

Disclaimer: I'm not sure if this is the right place for this post, but it seemed to be the best choice.


I think the game is pretty unbalanced, overall. For instance, I was using my novice brawler, working on unarmed skill tree in Dantooine, soloing. All I had to do was get some master doc buffs and I was pretty much invulnerable with my ubese armor. MY suggestions for improving combat and balancing it out some would be to:


1, lessen strength of master doc buffs


2. Add HAM bonuses to skill trees, for example, a master brawler or novice TK would have more HAM than a starting novice brawler. This would fix the problems of not being able to wear armor unbuffed (as you gain skills and HAM, you would be able to progressively wear better armor), and prevent puny little characters from being able to go out and solo janta camps on Dantooine just by getting doc buffs. I mean, really. Am I the only one here who is disturbed by the fact that I can't possibly have my secondary stats high enough to be able to wear a full set of even something as low asubese armor without being buffed? Granted, with their being no HAM gains throught professions, it kinda makes the game more realistic, but the novice brawler out soloing janta camps on dantooine is still going to be soloing janta camps later on, butonce he picks up TKM, he'll just be able to do it faster. I foresee a lot of people leaving the game simply because they're tired of doing the same thing and fighting the same things over and over.


3. Make mobs proportionately tougher. With the addition of HAM bonuses to the skill tree, obviously higher level characters would be much stronger than they are now, so, in response to this, make the mobs they are fighting proportionately stronger. This would make it so that that novice brawler can't solo the higher end mobs, and make it slightly more challenging for the higher leveled characters. Plus if the mobs were stronger and hitting for more, it would make medics a bit more useful, as right now, with master doc buffs PC's buffed with master doc buffs are nearly invulnerable and don't seem to take any damage. I had my medic out on a hunting party in Dathomir, and all I did was shoot my peashooter and twiddle my thumbs waiting for someone other than me to take damage. It was disgusting. the whole group element has really deteriorated since I was a medic six months ago and I could go out on a hunting party on dathomir and actually feel usefull, healing people.


Another thing that gets me is the term: solo group. What's the point of joining a group if you're going to solo? If you're going to solo... solo. IMHO one shouldn't be able to join a large group, get a mission and be able to complete that mission on his or her own, especially if they're a lowr level character and just have master doc buffs. I know a lot of people are going to hate me for this, and I honestly don't care, but I'm just stating my honest opinions. I do like that there is more freedom of what one can fight than there was in EQ, but it's still really unbalanced and the best way I can see to fix this is exactly as I stated above.
Icemarsonell
Sat Jul 03, 2004 1:55 pm
#358


What do you think the strengths of professions mix and match are?
You can make your character unique from anybody elses. You can do what you want in one character because of the 1 character per server rule.

Adees
Mon Jul 05, 2004 7:45 pm
#359

im not sure if this is what you're asking for but i'll say it anyways.


Here is how i view each professions roll and how i would like them to change:


Rifleman:

they are high dmg dealing ranged people, their downfall is their lack of defenses.


I would like to see less speed given to a rifleman, so that they need more tapes to cap the speed, slowing down the average rifleman.


Carbineer:

They are low dmg ranged people with alot of area states and posture change moves. They are a highly valuable asset for group combat.


I would like to see more DoT weapons dropping for carbineers, that way they have more of a way to do dmg and hopefully we will see more of them in the future.


Pistoleer:

The pistoleer is a low dmg, hard to hit, inacurate person. The best way to describe a pistoleer is a meat shield. They can be used to great effect but in most situations they just dont cut it the way things are.


I would like to see alot more acuracy added to the pistoleer. As things are, they have no chance of hitting a fencer in close combat. I would like to see more state effects given to them and also a higher drop rate for pistol DoT weapons.


Squad leader:

Squad leader is a huge support character. They are an all around handiman.


I would like to see them have a smaller range for their effects, tefs to use them, a timer on those abilities, those abilities only work for those of teh same faction, more defenses for the squadleader (not his group).


TKA:

The tka is a very nice character to have around. They can apply every state out there, knockdown and posture down, and target any pool at all.


I would like to see the TKA have different dmg types besides just kinetic. I would also like to see them have their state effects made into area attacks. As it is there isnt much need for a tka because they can only apply states to 1 person at a time, no real need for that in group pvp.


Fencer:

A fencer is a very hard to hit, close range dmg dealer. They have a low/medium dmg stun weapon to deal dmg with, and alot of DoT weapons drop for them as well. They are very good for 1v1 pvp, but dont do well in group pvp or pve because of their lack of dmg.


I would like to see the tka get a higher dmg kinetic weapon for pve, maybe medium AP for stun batons and most importantly, a less effective CoB. As it is, a fencer will dodge 9/10 hits when they are centered unless you get them intimidated, and its just rediculous.


Swordsman:

A swordsman is king in PvE. With their blast dmg PHs they can tear through most opponents. They are very slow without skill tapes and lack alot of acuracy. They have decent defenses but lack solid states.


I would like to see a swordsman have a bit more speed at master, and a heavy AP, high dmg, kinetic weapon. This would be like the scythe, but with a slower speed, and more dmg. Kinetic dmg is not very effective in pve, but might give swordsman the edge they need in pvp.


Pikeman:

A pikeman is alot like a melee carbineer. They apply area states and area knockdowns. The pikeman also has many DoT weapons that drop, making them a deadly opponent in pvp.


I would really like to see more defenses come into play for the pikeman. Pikeman is my personal favorite profession on swg but its big problem is defenses. It has none to speak of. Block isnt very effective, it has very little melee/ranged defense, and almost no state defenses. I think pikeman would be a very balanced profession if you gave them +50 def vs kd, posture down, blind, and dizzy.


Commando:

A comando has very little defense but has a very high offense. With his flamethrower, the comando can burn an opponent, dealing dmg every 10 seconds. He is very slow and inacurate, but powerful none the less.


I would like to see more done with the launcher pistol. It is a very powerful pistol but has little use because it has no specials in teh comando lines. A comando should also be faster, they used to be the most powerful pvp profession in the game, but with armor in its current state, it should be faster, to give them an edge in pvp and maybe we will see more of them around.


Bounty Hunter:

A bounty hunter is meant to be a very multipurpose profession, not specializing in any 1 weapon, but having a decent knowledge of the carbines, pistols and light lightning cannons. They are also able to take missions and track the jedi, keeping them at bay.


There is alot id like to see done with the BH. First thing is that i would like to see a second option for the geonosian pistol cert to be at BH pistols 4. This would make it easier for the BHs to use a stun weapon in pvp. I also think that they should drop the scout prereqs comepletelly. A BH has nothing to do with scout and with the lvl of power a BH has, they shouldnt have to sacrafice all of their skill points for it. I would also like to see a weapon timer speed added at mBH. With the new patch, there is a 3 second timer for switching weapons, meant to nerf dot stackers, but it also nerfed the BH completelly. At mbh you should be able to switch weapons whenever as an added skill. The BH should also have a new attack for the LLC. It should be a low dmg, semi-slow attack on a jedis force pool. As it is, BH have no chance against any jedi, this attack would give them the edge to take on a jedi, if the setting is in their favor. The last thing that i would like to see happen is the fixing of the jedi missions. They were like 150k on completion, but as i understand it, there was some exploitation of this between jedi and BH. The missions should be back at 150k but there should be a 4 day timer before you can take a mission on any 1 jedi again, getting rid of the exploitation.


Combat medic:

Combat medic is the last skill i will review because it is the last combat based skill. The combat medic is able to throw powerful poisons and diseases, wounding their oponents and healing their group.


I would like to see alot changing to the CM. As it is, a combat medic can take a havla andthrow 600 tick 90m poisons every second on 20 people and just suck the life out of them. This shouldnt be. Combat medic range should be severelly nerfed, maybe a 60m cap. The area effectedshould be severelly nerfed as well.I would also like to see a 2 second speed cap put into the CM poisons,even with havla. All of these changes would help balance out the CM and make things alot better for the rest of the people on the battlefield.





I think that all of the roles and changes i have suggested define the professions very well, and I hope this helps you on deciding how to change them in the future.



Adees ~ Pikeman ~ Rogue
R~E~V~E~N~A~NT
Costello
Tue Jul 06, 2004 11:34 am
#360

Ok I dont PvP much because I get my ass handed to me too often. But I amuse to be alwaysOvert and that means I have been in a few fire fights. With out the ability to mix and match many professions would be pointless riflemen are said to be too good but with out some back up such as TK or fencer they will be killed. Its not the mix and matching that I think is unbalanced its the buffs that make one class over powered and the people who are most often seen using these buffs are player killers they play this game with one intention to hunt and kill other players usually in areas they know enemy faction players will go such as mission terminals. It doesn't realy matterwhat template you areyou will not beat someone lieing in wait for you buffed to high heaven. Its not the mix and matchers that ruin PvP its the Player hunters.



.
Nelus
Wed Jul 07, 2004 3:40 pm
#361

This games classes have the same rolls like in traditional mmos. we just have to see behindthe surface


There are


meele fighters - sword pike and so on

ranged fighters - blaster,rifle...

healers - combat medic

summoners - creature handler (and hopefully droidengineers or droid commanders one day)

crafters - weapon smith, architect, entertainers ...


for balance it should be made so that every combat class gets the same strenght for the same amount of skillpoints and every crafter class gets the same amount of money per time for the same amount of skillpoints.

mixing 2 classes should always result in the same thin, so if u mix 2 combat classes it should be as strong as every other 2 combat classes mixed.


basically the more possibilities and unique ways to build a character are in a game the more players will play the game. in mmos nearly noone cares about graphics and stuff, normally they play those games where they can make a character like they want. and thats also why i stopped playing, to many serious changes where applied after launch which completly change ones character, especially CH nerfs and after the last chance to get combat droids like there are pets has passed thou community rants i see no futur for what i planned to play in this game.
Neige
Thu Jul 08, 2004 2:04 am
#362

I am wondering, and asking your opinion, on a little idea i have.


Specialized skill points pools


Imagine thatthe skill points avaliable for a character could not allbe freely dispatched but some of them allocated to different areas:


150 Crafting professions skill points


150 Support professions(entertainers/doc) skill points


150 Combat professions skill points


and 50 freebie points wich could be spend on any profession.


The goal of this propsition would be to reduce template stacking, reduce the pvp gap, and certainly attrac some more players to crafting and support professions (i feel everybody is minoring the impact of the hologrind's end on this)


there. certainly not thought through and through, but a base for discussing i hope.



_____________________________

ALL YOUR SWG ISSUES WILL BE ADRESSED IN EVERQUEST II
DarkAzael
Thu Jul 08, 2004 4:59 am
#363

Ok, this is how it is, We have combat professions, that may or may be stronger than others. That is how it should be....This is my reason.....


1. Jedi, Commandos, Bounty Hunters, Teras Kasi - are the main power units - they should be kept the powerful ones, however they should be hard to get and master, ( TK needs to be hybrid may needs scout exp or ranged support skill line).

2. Other combat professions like Rilfeman or Fencer -should be kept lower - and easier to master (less exp or less Skill points)

3. All professions need new weapons -I.e. a Fencer for example could be just as powerful if you gave them weapons that do damage like a Commandos - this will even up the combat inbalance - also making players use different weapons to take out different targets like a Commando does (i.e. flame or acid - may be acid tipped blades)

4. All professions need new armour - These new armours could be for different types ( Melee or Ranged), light wieght armour with high stats that only Melee type players can use and heavy wieght high stats armour for ranged or change it about but make it for either Melee or Ranged.

5. Make Mastery Quest based or make all Professions advance to Legendary Level or Title - with may be new rewards like the above ( 3 and 4)

6. Why does Commando have Unarmed but doesnt use that exp for mastery or use some of these skills

7. We need new types of attacks - for group based or solo

8. Please dont change anything to stop us from soloing - we all like to solo, we need are skills to stay the same but improve on all the above and it will be fine.

9.Support roles are the ones that need revamping for field work

10. Droid engineers and Bio-engineers need some sort of combat effectivness - i.e. New droids like battle droids or Destroyer droids - help in a new type of role - New Bio-Creatures - make some lower level ones more powerful.


Apart from that its an great game that needs more for masters, that dont what to drop the skills, TO DO
Deedjae
Thu Jul 08, 2004 9:32 am
#364

How bout when you give ppl the choice to make multi-purpose hybrid characters you also leave them the choice to make solo-purpose characters. Because the melee tank character I just spent a lot of time on takes is hit, stunned, intimidated dizzid etc just about as much as any other character who doesnt have as much defenses against that as this character does.


Would be actually nice if you'd notice a difference in the damage a character takes that has low defense and a character that has high defense, because the way it is now any character with a full suit of composite armor makes as good a tank as the other whether its an artisan or master in 3 diff meelee profs.


And please change the way skill mods are displayed so you can actually see what does and does not stack, thanks.

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